Uncharted 1 used a hidden difficulty system that slowed down players who finished combat too quickly. This design choice extended the game’s length because the original version was only about five hours long. Players who wanted a more standard experience might have felt held back by this mechanic.

Former designer explains how the mechanic extended the five-hour runtime
Former Naughty Dog designer Benson Russell explained how the system worked during a recent discussion. The developers added dynamic difficulty scaling to manage the game's short runtime and lack of multiplayer. This approach aimed to keep the pacing steady for all players regardless of their skill level.
The system tracked how fast players completed encounters and compared that speed to an internal average. If a player finished faster than the average, the game would increase the difficulty settings. Russell noted that the team put this in specifically to slow down players who were too good.
Later entries in the series kept dynamic difficulty but changed the goal. Uncharted 2 and 3 tuned the system to match player skill rather than artificially slowing them down. We looked at the last Uncharted update earlier while tracking balance changes, and these themes of stability continue to shape the series.
Source: VideoGameChronicles




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